on in the moment, while the comic-like cutscenes were used to tell a large piece of the story in a short amount of time. In addition to the cut scenes, the moral element of the original also transferred to the sequel. When incorporating the player's Karma decisions from the first game into the second, it was found challenging to balance the effects of importing saves from the original Infamous and keeping the game interesting for those who did not. The melee combat in the game was redesigned from the original with finishing moves being added. A large focus on the melee combat was the presentation, which was meant to make the player feel super-powered. The game's fictional city, New Marais, was inspired by New Orleans, though many other southern influences were mixed and matched. It was thought New Orleans was architecturally the "coolest city in America" and well suited to a superhero who climbs and also allowed Sucker Punch to have environmental variety. New Marais was designed to have distinct neighborhoods with tonal as well as architectural shifts between them. Parkour elements, such as the game's grind rails, were integrated more into the environment to improve the flow of it, while powers such as the vertical grind, were incorporated into the parkour. The goal of the city was to have a "big old jungle gym". Street musicians were added to the city because they were considered an integral part of the New Orleans vibe. Gabriel Knight: Sins of the Fathers was seen by game director Nate Fox as extremely inspirational and stated that the city's role in the story was something they wanted to replicate in Infamous 2. The game's music was composed by James Dooley, Bryan "Brain" Mantia, Melissa Reese, the New Orleans band Galactic, and Jonathan Mayer. All of the music was recorded live with a total of four hours of music being recorded. Starting from the first day of recording, the music was composed in a year. Many of the music's sounds were produced unconventionally, with some of the largest percussion coming from things such as fingernails on an amplified tin plate. Collaboration was considered a major part of writing the music, with the composers "ripping each other off." Themes were composed for the main characters, such as Cole and Nix. A dynamic music system was developed for non-mission gameplay. The game would track a music tension